“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
555-4896
If you need your completion for a specific zone, when you’re on the map screen, hover over the name, and it should display the completion elements for that zone, regardless of which zone you’re in.
Good luck, and may the road rise to your feet. (But not so quickly that you take falling damage. :P)
Maybe it is intended that we should no longer give our teammates speedbuffs.
That’s pretty much my take on it. :\
And with all the Mordrem qq’ing (seriously, use Google search, people..), it’ll take some effort to keep this on the front page.
Running around spamming AoE when all the veterans are crammed into one zone.
…Wasn’t fun on daily rotations, not fun now.
I’m thankful for the chance to get some of the items I wanted back in Season 1, even if I have to pay hurtful amounts of gold for it.
But seriously, haven’t the devs learned by now to split the players up?
I suggest starting by people-watching.
Maybe start in map chat. Not quite a place for enduring friendships of passing each other by (because Megaservers), but if you see someone helpful and/or amusing, try giving them a whisper. If you’re new, ask questions. If not, ask if they’d like to party up.
Or maybe the forums. More or less, same strategy applies. Just beware the malcontented jerks, and you’ll be fine. :P
In either of the above, once you establish a rapport with someone, follow up. “Face time” is very important, and if you let yourself slide into the background, you’ll get deleted from friend lists pretty quick.
Another option is to find a guild you can align with. You can start on the forums at https://forum-en.gw2archive.eu/forum/community/lookingfor
tl;dr version:
And the Priory needs funding for their research. Nobody appreciates academia in its time. ;__;
I would have said Charr Everything, until you mentioned “fashion.”
The clipping. The unfixed clipping. ;_;
But still, Charr Everything.
More like when you want to win as an antagonist…because the protagonists are too busy laughing at you.
+1
And, nope, it’s still ugly. 700 gems I’m glad to not be spending.
Maybe someone coul make a thread titled “things to keep in the first page” that include farthorn, idle animations, pet names, etc. Less clutter and more impact, and easier to maintain active.
Suppose we could ask to have the farthorn thread stickied until they actually fix it. -_-
Almost feels like yet another warrior nerf.
Banner cooldowns are stupid long even when traited;
Swiftness duration on Charge was clipped (along with no boon duration increases in the class);
And now the perma-swiftness option for warriors sounds like an insolent child rasping at people.
But I’ve digressed. I don’t know why this was changed, but I’m hoping we get enough people committed to keeping this at the top page until the audio is either reverted or upgraded to a real warhorn effect.
I’ve been mostly content with PvP daily rooms, I almost forgot that PvE dailies still suck.
Fortunately, come HoT, the daily fractal ones will move to their own category.
It still doesn’t excuse “wait two hours for this bosszerg” or “cram into this one zone and spam zergevents” as options, but whatev.
One of my favorite monster attacks is actually in ascalon. Specifically, the Branded Charr in the Dragonbrand area. After a brief channel, the summon dozens of small crystals all over, and then after a second or two, they all explode. The attack deals negligible damage even when underleveled, and the actual enemies have miniscule health, but the attack itself is one of the most potentially interesting in the open world.
True, true. Up the damage on something like that, and it at least makes people pay attention.
High stakes jump rope with Diarmid!
I got this one on the first encounter. Once I knew what was going on, it was easy to avoid getting downed.
Conversely, spinning Diarmid needs a tweak. Even knowing the attack pattern, you pretty much have to melee block immediately or completely range. Dodge, and she just chases through her too-long spinning.
Easier for me to list whats not fun….
Perma-blind
Ayup. Smoke shamans, dust mites, fake-Zojja… It’s ridiculous that some enemies have a hard CC as a basic attack. >_<#
I’d rather they create new weapon types instead of giving old weapons new skills for certain Elite specs.
A Whip, GreatAxe, Spear (of the land variety) or any other type of new weapon would be far more interesting. Both froma cosmetic and skills point of view.
+1 for whip.
Though, if the game endures long enough, warriors are going to get very mystical with focus or scepter, or take tiny versions of their current weapons: dagger and shortbow.
Most other classes have a lot of room to grow, and there are still some very unloved weapons, like rifle. Thieves were hoping for Sniper, Guardian could actually get “Dragoon” without copying a certain franchise, and Rangers could get a real hunting weapon.
So far as #1, at least it makes the falling traits mean something.
If they were to limit max damage and increase the effectiveness of armor then this would not be an issue. I cannot see that happening as it would spoil the anet ‘fun’.
Where ‘fun’ = “PvP balance”
Still, as a whole, the encounter difficulty is sort of where it needs to be. Sort of. C+, maybe a lenient B-. The only problems I ran into (that weren’t artifacts of the —--ty map design) were:
Funny thing, I got gacked by Snipers too, but I’ve started to figure them out, so I’m not as upset. Still best not to get shot (by something I can’t see/time yet), but some of their big damage comes from standing slack-jawed in the damage line afterward, so that part is telegraphed properly.
Most of frogs were within reason, perhaps a smidge easy, but not enough that you can “mash 1 to win,” so thumbs up there. In general, I kept my fights with them one-on-one, minding the position of the others, so I never got overwhelmed by them.
TAKE HEED
It’s solely because of her that, should Jormag drop from the sky and destroys what little the Norn have for civilization, I would not be upset.
Also, right up there with most annoying sound?
GEORmag. That grates on my inner linguist like few things ever could.
Despite some people always asking for harder content and cheer when they are one-shotted, if the content is too hard or frustrating to play the zone will ultimately become deserted by the majority of players.
I heard this exact same line when the Silverwastes went live. Look at it now. Players will adapt and learn. Those that can’t still have their afk spam 1 world boss tours.
Can’t say I ever had that problem in Silverwastes, aside from maybe some of the underground champs. (And quicksand. Stupid achievement. :P)
Southsun, though. Yeah, there’s a reason no one goes there anymore.
If you copy the picture to your computer and then attach it, it’ll work.
If the option doesn’t come up right away, just hit [More posting & formatting options] and it should show the attachment button.
Ran some dungeons with the guild. At a part where we needed to rush and grab a few things, I sounded the horn to speed things up.
I felt so embarrassed by how pathetic that horn sounds now. >_>
Nobody finds it funny anymore? Nobody? Nobody.
I summon those who find it funny with the power of my warhorn.
pff-ffff-frrrt
…Nope, no longer funny.
So you want to give every class the ability to have death shroud essentially… do you hate necros that much?
But necros would have double death shroud. Necros would be the epitome of undeath if only because they’d never die.
I’m somewhat against the idea of this barrier thing. …Unless it scales with Healing Power. =P
Not sure at first unlock would be a good idea. Maybe level 45? Though, even then, it would take a lot of hero points to manage and probably make the leveling experience feel slow for some players, especially newer ones.
As an owner of quite a few outfits, ones that I enjoy, I support more mix-and-match armor pieces.
Why?
Because everyone deserves to feel pretty how they choose.
PS: Beldin’s post with the development link shows we’re getting new pieces soon!
Considering how much damage enemies in Verdant Brink do, I laugh, outright laugh, at the notion of ‘tanks’ at the moment. And healing power is still in the gutter as a stat, which would be one way for a tank to do more.
Page 6 of this. 100% negative feedback.
in Guild Wars 2: Heart of Thorns
Posted by: Rauderi.8706
I would pay gems for an account-wide bag. >_>
Personally I’m enjoying that you need to take stability and stunbreaks to have a chance here.
Y’know, I would take stability skills more often, if it weren’t so lopsided in favor of the enemy.
Me: Long cooldowns for short effect. Often 40 sec or more for <6 seconds of effect.
Them: Multi-hit knock/daze/down on less than 10 second cooldown.
What that tells me is I shouldn’t bother.
On one end, I suspect that it has something to do with the prevalence of condition damage going into HoT. It was already common in Orr, so I’d just gotten used to it and always try to bring sufficient cleansing.
On the other, yeah, ANet has yet to give up its one-hit-KO fetish. It was hard to tell if Berserker was just a bad elite spec, or if warrior’s supposed toughness just means for crap in the new content.
I’m fine with there being a penalty for missing a dodge or other combat mechanic, but one-shot mechanics aren’t “challenging,” they’re “punishing,” and that distinction makes all the difference. Challenging gives the player a chance to make up for mistakes. To learn. Punishing runs counter to learning by removing incentive to iterate, to try again.
So, in reflection, why do I find the final Thaumanova boss kind of fun? o_O
Oh, and one of my least favourite in game sounds is mesmer greatsword auto attack.
It was worse before they muted it. >_>"
And yet, new warhorn sound would almost win. Almost.
Except:
NEIGHNEIGHNEIGHNEIGHNEIGHNEIGHNEIGHNEIGHNEIGHNEIGHNEIGH
Because F that stupid shortbow. -_-####
I’d be happy if they took out the elite only slot and let us put any of our skills in there. I don’t think I have any elites I use on a regular basis.
I’d LOVE this! I want a necromancer that can summon all 6 minions…
Heck, I want to play Necromancer minion build so badly, but I simply can’t due to kitten AI…
AI is reportedly fixed as of a few weeks ago.
And yeah, wouldn’t mind a ‘freebie’ elite slot. I don’t use mine that often, and it’s even worse under water.
It’s especially noticeable in the “missing” Elite slot for some skill sets.
I mean, it’s extra work, but each skill ring should have a heal, 3-4 utilities, and an elite. Otherwise it’s pretty lopsided.
Either change it so that the smokescales can kill the npcs or change the npc ai to leave the smoke field.
Yes, please.
It’s not the only issue with them, though. At least NPCs can move. Turrets and HP walls (the ones that hold back during defense events) don’t move at all. Turrets can at least be blown up remotely, so it’s not that much of an issue, but it’s still bothersome.
I’m hoping there’s a way to code it so that pushes and pulls can still work while making them immune to damage or other conditions.
Tested out Herald, Berserker, and Daredevil.
Threw up in my mouth a little at Verdant Brink’s sloppy design.
I think I read the forums more than I actually hit the playtest.
After poking around the beta a bit and realizing how much like Dry Top it is
…I want to hurt things. It makes me regret buying the expansion, and that’s bad.
But really, as I think about it, it’s not just Dry Top. It’s any multi-level zone that isn’t a city. If we’re underground, we only get a small circle of map exposure, and then it doesn’t get remembered, because there isn’t a tracking level for it.
If there’s an event going on above or below, there’s no way to know how to actually get there by the map. If event circles had height fadeouts/indicators like vistas in cities, it could save a lot of wasted time.
The boxy maps don’t link together in the most logical ways. During exploration, sometimes a spot that looks like it should have a junction to another zone doesn’t, and completely innocuous places that don’t look like they should have a junction do.
I do appreciate that the beta map had the up/down markers. More of the maps need those, at least.
What is worth? We pay what 13$ for a 2-hour movie, so how many hours will you put in this game? 40? Which is a low number, but isn’t 40 hours of enjoyment worth it then?
I have 2100 hours on this game, at this point I am stealing money from Anet.
I figure, if I even spend 300 hours on the new specs and bumbling through maps I hate, it’ll be money more or less well spent. :P
Agreed on all points, Nitron.
I think in heart of the mist there should be a set of golems with a button or a light that you step in that refreshes your cool downs this would make it a lot easier to practice combos as you wouldn’t have to wait for all your long cool-downs before you can try again.
That would be nice. I think all the home instances have training dummies, so adding a little table with a mug of coffee (Press F to Refresh) could do the trick. I’m being a tad goofy about it, but I like the overall idea.
@Rainiris
I respect the design. I know how to handle it. I even said so. >_>
Most specifically, my concern is when it gets hung up on a stationary object like a security wall or a turret. During a defense event, there is next to nothing to be done against them, because they won’t move.
I’m iffy at best about the severely low cooldown time. If it were a player ability, it would get shouted down in a heartbeat.
While I like having the new character options, the new zone is…
Garbage.
It’s a greeny version of Dry Top, which I hated. I hate Dry Top so much. I like Silverwastes, because it’s mostly flat, and it’s accessible to join events and participate.
In Verdant Brink, I’m going around in circles on the few paths that are actually visible, and I can’t seem to get to anywhere else in the zone. (Just like Dry Top.)
The encounters are okay, though some of the enemies need tweaks. I’m so far 70/30 on it. Feels like it’d be more fun with friends and guildies, so take that into consideration.
I expect the new content could be worth the basic buy-in, but so far, I kind of regret what I got myself into.
Sooo cannot be bothered with extra credits (or argumentum ad youtube in general).
As I said, it’s something to be careful of, and players know an abitrary barrier to completion when they see it.
Damage and repairs works at least in part because it has a strong metaphor, which isn’t really available in this case.
Eh, I had the wrong link anyway. :P
But yes, I agree. Less ‘wait to have fun’ and more ‘get rekt by raid again’. Because there is no repair anvil for your ego.
Pleeease.
Not to put too fine a point on it, but.. WoW does it.
/hide
It forces players to take a break, and punishes death, something that is found in few places in this game..
This is the end all and be all of that discussion. This isn’t about difficulty, it’s about punishing failure… a concept a smart designer treats VERY carefully.
Extra Credits did a focus on this concept some time ago. Might not need to go much past the title:
Fail Faster
Basically, for enjoyment (and learning), a game should have short times between iterations. Unnecessary punishments just put people off from trying more. (Case in point, Living Story Season 2. /glare)
(edited by Rauderi.8706)
They’ve locked sinister gear behind LS season 2 so that people will have to pay gems if they want those stats. So it’d be foolish of them to negate that by making another path to sinister gear.
The beta doesn’t let you keep the gear. It’s not another path to acquisition.
@Cap
Mesmer may be the reason you’re not seeing the damage-death some of us are. :Because mesmers are cool. <3 But as it is, mesmer clones can suck up a least a little bit of damage that would normally go to the player. A suitably tricky mesmer can come out of a fight sparkling clean. (I love them for that.)
I feel where the damage should be scaled is in relation to an average-geared Warrior. Their entire purpose is to suck up damage and fight back on the front line. Right now, in full Celestial, I can’t do that without getting completely trucked. This is with using dodges and interrupts.
I’m not getting murdered by every tiny thing, but the moment I get in a complicated fight, something, out of nowhere, manages to do 15k+ damage in a very short time, and the only healing skill that can keep up is Healing Signet with some kiting.
Overall, I’d agree that most of the mobs are in a decent place so far. With me and a friend, it’d be significantly easier. …I think the map itself may have killed me more than the mobs, actually.
Please? I wanted to do a stronger condi build, but missing out on Sinister gear kinda hamstrung me.
Smokescales fade into the mists that surround them. If you try to touch them, they’ll fade away as if you tried to touch smoke, hence the evade, though miss would probably be better. Blocking isn’t what they do.
Simply force them to retreat from that mist so they won’t evade.
Problem is, you can’t force them to do anything. If you’re soloing one, step back and they’ll step out to follow you. Easy peasy. Done it, no problem.
It becomes an issue when they’re fixated on a stationary object like an NPC barrier or a turret. The ridiculous uptime means you’ll almost never hit them, and when you do, it’d better be with a stun or two so you can actually damage them.
I’m generally okay with the mechanic, too. But there needs to be a way to code so that they still take push/pull effects while not taking damage in the mist otherwise.
There’s only a few times I find ANet’s knockdown fetish annoying:
I some of those cases, I don’t mind the knockdown or some damage, but in quite a few cases, getting caught in one of those is instadown with nothing to be done for it. Especially since Terragrifs have bad visual-effect cues on how wide their actual attack is.
The skinflint in me says “No.”
The economist in me says “Yes.”
While not quite the level of OP’s hyperbole, ( :P ) the delay is very noticeable. Also, Staff 5 and the bounding dodge feel very clunky, probably because of the stomping animation.
I appreciate your honest feedback, Mindgame. After seeing so many posts with an agenda, I’m glad to see some level responses.
Overall, I agree with you. The map design is jumbled and messy, and the map makes it severely unclear where I should be going or how to get there. I had fun with Daredevil, though Berserker is a disappointment.
Mob design is, for the most part, same old same old: One-Hit KOs, undodgeable damage chains, and mobs with cooldowns to make me incredibly jealous.
Berserker just feels weak to me, so far. While I like the torch, it does mean getting stuck with lackluster sword/axe/mace offhands, if you choose it. The Rage skills are mediocre upgrades for some of the Physical skills.
While I like the focus on pushing out burst skills quickly, I don’t care for the 15-second cooldown in between Rage phases. It slows the spec down.
It was okay, but not worth being an Elite spec for.
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